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Season 3 Ladder Map Changes (Official) - Page 22

Forum Index > SC2 General
1106 CommentsPost a Reply
Prev 1 20 21 22 23 24 56 Next
Regorr
Profile Joined February 2011
306 Posts
July 26 2011 00:21 GMT
#421
really terrible new maps ugh
DystopiaX
Profile Joined October 2010
United States16236 Posts
July 26 2011 00:23 GMT
#422
On July 26 2011 08:54 aksfjh wrote:
Show nested quote +
On July 26 2011 08:43 EightyFive wrote:
Blizzard almost makes it sound as if it's the hardest thing to do on the freaking planet to remove close pos on metalopolis.


Well, apparently the map was already Zerg favored by a large margin (at the top). This includes close position. Imagine if suddenly Zergs (and everybody in general) no longer had to account for close positions and what kind of advantage that would give them.

Oh, so like the MLG version? That didn't seem terribly imbalanced and I disagree with their assertion that it made the game predictable either.
XenoX101
Profile Joined February 2011
Australia729 Posts
July 26 2011 00:23 GMT
#423
If they were to keep metalopolis that would mean 7 maps from the past map pool would have carried across, meaning the map pool would essentially have stayed the same. Do you really want to play the same maps for forever in StarCraft 2?

New maps make for new strategies and ways to play the matchups, metalopolis had a particularly easy third and a very geographically simple map layout. It often lead to predictable strategies and gameplay, so to keep things fresh it makes perfect sense to remove it. The same can be said of Xel'Naga Caverns and especially Shakuras Plateau, but they are more popular maps so I expect it will be at least another season before they are replaced as well.
t1mid
Profile Joined May 2010
United States143 Posts
July 26 2011 00:25 GMT
#424
Seems like they're trying to restore the balance between really small and really big maps this season, and getting rid of everything in between.

You would think that with over 90% negative feedback from the community they would at least give the new maps a second look, instead, they decide to go through with them and even get rid of some maps that we like. Map development team must be mad at us!
dartoo
Profile Joined May 2010
India2889 Posts
Last Edited: 2011-07-26 00:34:43
July 26 2011 00:28 GMT
#425
Dont worry guys, metalopolis will be back at some time....they'll probably add destructible rocks to the third and say it's balanced :p


But I've heard a lot of terrans complain on that map, saying its to tough to break zergs once they get the gold, and to a lesser degree, complain about protoss late game, though personally metalopolis has mostly resulted in some really good epic games, I am quite sad to see to go.
Warpish
Profile Joined June 2011
834 Posts
July 26 2011 00:30 GMT
#426
I can't believe that they decided to remove Metalopolis and keep Backwater Gulch and Typhon Peaks...

(Shakuras Plateau with the backdoor > New Shakuras)
Garnet
Profile Blog Joined February 2006
Vietnam9041 Posts
July 26 2011 00:30 GMT
#427
I'm so glad Meta got removed. I really can't understand why people like maps that have certain spawn positions disabled. What about the people that don't know about it and still send a scout there?. Also no GSL maps
Angry.Zerg
Profile Blog Joined October 2010
Mexico305 Posts
July 26 2011 00:31 GMT
#428
On July 26 2011 08:29 TERRANLOL wrote:
YUSS!!!
DQ... GONE
Meta... GONE
Scrap station... GONE
SLAG PITS.... Aww ): I win a lot on this map lol


Show nested quote +
It’s among the least balanced maps currently in the ladder pool, and along with Scrap Station (also being removed) and Tal’darim Altar, has a heavy (60%+) bias toward zerg at the highest levels of play.

LOL. BTW i LOVE that Tal Darim Altar is one of the most imbalanced maps in the pool. The community has been bitching about the maps since release and when gsl made their own maps the whole "grass is greener on the other side" thing made everyone want them. Turns out their terribly imbalanced. Lol.

But It's still my favorite map. (: Even though I am a terran player. Lol.


Taldarim is imbalanced because blizzard changed it in a bad way, its creator stated it long time ago.
You play to win
jgelling
Profile Joined February 2011
55 Posts
July 26 2011 00:32 GMT
#429
Am I allowed to say, "Metalopolis was 60% Zerg even WITH close spawns?!!" Doesn't that sound like Blizz is relying too much on map gimmicks to keep the ladder balanced? How is Metalopolis that messed up when David Kim kept saying that stats were almost perfect and all that jazz from the HoTS roll-out?
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
July 26 2011 00:34 GMT
#430
On July 26 2011 09:23 DystopiaX wrote:
Show nested quote +
On July 26 2011 08:54 aksfjh wrote:
On July 26 2011 08:43 EightyFive wrote:
Blizzard almost makes it sound as if it's the hardest thing to do on the freaking planet to remove close pos on metalopolis.


Well, apparently the map was already Zerg favored by a large margin (at the top). This includes close position. Imagine if suddenly Zergs (and everybody in general) no longer had to account for close positions and what kind of advantage that would give them.

Oh, so like the MLG version? That didn't seem terribly imbalanced and I disagree with their assertion that it made the game predictable either.


Like last MLG, where Top 6 had 4 Zergs?
♥ The world needs more hearts! ♥
Buffy
Profile Blog Joined May 2010
Sweden665 Posts
Last Edited: 2011-07-26 00:39:11
July 26 2011 00:35 GMT
#431
Backwater gulch + typhoon, and remove metalopolis ? like wtf ? Talk about close spawn pos making it imba, sure. But letting typhoon which either is the greatest map of all time (if you are winning) or worst of all time(if you are losing).

Since that map just makes you either win/lose outright and leaves no wiggle room to play with, at all. Wont even go into backwatertoss. Shouldn't have made it out on the ladder...

EDIT:Btw "tinkering" just means "Adding god damn rocks on every god damn key position including your main and your nat, to make it more balanced" Tinkering....yeah right.
Yes I am
FoeHamr
Profile Joined December 2010
United States489 Posts
July 26 2011 00:36 GMT
#432
Have any of you actually played the new maps? They are in custom games right now so you can try them before the update. I was skeptical of them, but in the few times I have played them, none of them felt "bad". In fact, I actually enjoyed them. Sure, their not GSL quality and I don't think they deserve a place outside of the ladder pool, they are not as bad as many have been saying.

TL;DR: Try it before you knock it
fuser
Profile Joined April 2011
United States35 Posts
July 26 2011 00:37 GMT
#433
I'm not sure I fully understand why Blizzard doesn't just fix Metalopolis to not include close spawns like the MLG variant. They have redesigned maps in the past (The Shattered Temple and Desert Oasis to name a few). I would find it very hard to believe that they have not heard/seen the MLG variant of this map.
If you're not part of the solution, you're part of the precipitate
Deadiam
Profile Joined October 2010
United States69 Posts
Last Edited: 2011-07-26 00:40:44
July 26 2011 00:38 GMT
#434
On July 26 2011 09:14 Heavenly wrote:
Show nested quote +
On July 26 2011 09:13 Deadiam wrote:
On July 26 2011 07:54 turdburgler wrote:
On July 26 2011 07:08 Deadiam wrote:
I find it sad that there is only 1 2-player map now. I think 2 was a good number to have.

As a Terran Metalopolis was a really hard map for me against Zerg, I am going to miss the ninja "Gold Float" in the beginning though ... was always a fun strat.



the problem with 2 player maps is it promotes coin flippy things in matches up like zvz and zvg

tiny rush distances on close spawn some maps doesnt help either but oh well, atleast blizzard is half way there x)


Yea, I would like to see a map like Crossfire but minus the crazy narrow pathways. Maybe a wide open map but have a decently large rush distance for a 2-player map. I wouldn't mind seeing some 3-play maps either ... that would give some nice variety.


Crossfire is also heavily zerg favored despite the stupid notion that it's anti-zerg because some parts of it are narrow chokes that are heaven for baneling bombs while the rest of it is wide open and perfect for flanks, counterattacks, great terrain for mutas, and the third is almost impossible to secure while defending your natural as anyone but a zerg.


I always felt that it was to Protoss favored as a Terran player. FF and Colosi were to strong with those chokes all around. TvZ never really gave me many issues as Banshee harass is always strong with the nice proxy area on the back side of the base.
Jinro | Because, maybe, unlike what every whining kid on the internet thinks, terran actually isn't the easiest race? Socking, I know.
lgn!
Profile Joined February 2010
Italy224 Posts
July 26 2011 00:39 GMT
#435
are the new maps already out on NA?
화이팅
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
July 26 2011 00:39 GMT
#436
On July 26 2011 09:35 Buffy wrote:
Backwater gulch + typhoon, and remove metalopolis ? like wtf ? Talk about close spawn pos making it imba, sure. But letting typhoon which either is the greatest map of all time (if you are winning) or worst of all time(if you are losing).

Since that map just makes you either win/lose outright and leaves no wiggle room to play with, at all. Wont even go into backwatertoss. Shouldn't have made it out on the ladder...


Hey, sorry but in this game you either WIN or LOSE(unless both players are really bad or good beyond heavens to get a tie), and backwater gulch is as much toss favored as it is counter-attack favored(aka. zergs mobile units), see NASL group play.
♥ The world needs more hearts! ♥
jgelling
Profile Joined February 2011
55 Posts
July 26 2011 00:39 GMT
#437
On July 26 2011 09:37 fuser wrote:
I'm not sure I fully understand why Blizzard doesn't just fix Metalopolis to not include close spawns like the MLG variant. They have redesigned maps in the past (The Shattered Temple and Desert Oasis to name a few). I would find it very hard to believe that they have not heard/seen the MLG variant of this map.

Because that would apparently increase Zerg imba on Metalopolis from 60% to 65+%, I would imagine. Close spawns are BAD for Zerg, and they're already 60% on the map even WITH close spawns.

Apparently the map would be a balance train wreck without close spawns. How could you even salvage the thing without throwing rocks and chokes all over the place?
moltenlead
Profile Joined December 2010
Canada866 Posts
July 26 2011 00:40 GMT
#438
Metalopolis was one of my favourite maps T_T

Why couldn't they choose to take out Xel'Naga? That map is boring to play on.

At least I get all three vetoes back for the new maps.

Also, those were some of the best 2v2 and 3v3 maps to play on, they had the most fun dynamic... Not that TL cares too much for those formats.
samd
Profile Joined July 2011
United States77 Posts
July 26 2011 00:40 GMT
#439
To people claiming that the 60% is regarding Tal'Darim and not Metal, do you guys understand how commas work? Blizzard's assertion that zerg is favored over 60% is CLEARLY referencing Metal directly. It only takes an 8th grade education to understand.
wat
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
July 26 2011 00:41 GMT
#440
Soooo. Any chance of a gsl map sneaking in again? I hope that tournaments have tested out which of the new maps are worth having in the pool. Would hate to see MLG get bitten for being slow changing their pool as well.
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